acdream/tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs
Erik 71d0edc3d7 fix(world #53): namespace stab Ids globally for Tier 1 cache safety
LandblockLoader.BuildEntitiesFromInfo restarted nextId at 1 per landblock,
producing colliding entity.Id values across landblocks. EntityClassificationCache
keys by entity.Id alone, so cross-LB collisions caused cache pollution:
multiple stabs sharing id=1 -> cache entry for id=1 ended up with the
CONCATENATION of multiple entities' batches -> buildings rendered up in the
air with wrong textures (visual gate observation 2026-05-10).

Audit at docs/research/2026-05-10-tier1-mutation-audit.md did not verify
entity.Id uniqueness - that was an unchecked assumption. Cache design
trusted entity.Id was globally unique; for stabs it wasn't.

Fix: optional landblockId parameter on BuildEntitiesFromInfo. When non-zero,
stab Ids are namespaced as 0xC0XXYY00 + nextId, matching the scenery
(0x80XXYY00) and interior (0x40XXYY00) namespacing already in GameWindow.cs.
The 0xC0 top byte distinguishes stabs from those. Existing tests pass
landblockId=0 and keep their legacy starting-from-1 behavior.

Known latent: if any one landblock has >256 stabs, nextId overflows the
low byte. Same pattern + same limitation as scenery/interior. Out of scope
for the immediate Tier 1 cache bug; not affecting current Holtburg play.

Adds 2 regression tests pinning the namespacing + the legacy fallback.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:07:19 +02:00

165 lines
5.5 KiB
C#

using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.World;
public class LandblockLoaderTests
{
private static LandBlock BuildFlatLandBlock()
{
var block = new LandBlock
{
HasObjects = true,
Terrain = new TerrainInfo[81],
Height = new byte[81],
};
for (int i = 0; i < 81; i++)
{
block.Terrain[i] = (ushort)0;
block.Height[i] = 0;
}
return block;
}
[Fact]
public void BuildEntitiesFromInfo_StabsAndBuildings_AreMappedToEntities()
{
var info = new LandBlockInfo
{
Objects =
{
new Stab
{
Id = 0x01000042u, // GfxObj id
Frame = new Frame
{
Origin = new Vector3(10, 20, 5),
Orientation = Quaternion.Identity,
},
},
new Stab
{
Id = 0x02000099u, // Setup id
Frame = new Frame
{
Origin = new Vector3(30, 40, 10),
Orientation = Quaternion.Identity,
},
},
},
Buildings =
{
new BuildingInfo
{
ModelId = 0x020000AAu, // Setup for a building
Frame = new Frame
{
Origin = new Vector3(50, 60, 0),
Orientation = Quaternion.Identity,
},
},
},
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
Assert.Equal(3, entities.Count);
Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x01000042u && e.Position == new Vector3(10, 20, 5));
Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x02000099u && e.Position == new Vector3(30, 40, 10));
Assert.Contains(entities, e => e.SourceGfxObjOrSetupId == 0x020000AAu && e.Position == new Vector3(50, 60, 0));
}
[Fact]
public void BuildEntitiesFromInfo_AssignsMonotonicIds()
{
var info = new LandBlockInfo
{
Objects =
{
new Stab { Id = 0x01000001u, Frame = new Frame() },
new Stab { Id = 0x01000002u, Frame = new Frame() },
new Stab { Id = 0x01000003u, Frame = new Frame() },
},
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
var ids = entities.Select(e => e.Id).OrderBy(i => i).ToArray();
Assert.Equal(3, ids.Distinct().Count()); // all unique
}
[Fact]
public void BuildEntitiesFromInfo_UnsupportedIdType_IsSkipped()
{
// 0x03xxxxxx is neither GfxObj (0x01) nor Setup (0x02).
var info = new LandBlockInfo
{
Objects =
{
new Stab { Id = 0x01000001u, Frame = new Frame() },
new Stab { Id = 0x03000002u, Frame = new Frame() }, // skipped
new Stab { Id = 0x02000003u, Frame = new Frame() },
},
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
Assert.Equal(2, entities.Count);
Assert.DoesNotContain(entities, e => e.SourceGfxObjOrSetupId == 0x03000002u);
}
[Fact]
public void BuildEntitiesFromInfo_Empty_ReturnsEmpty()
{
var entities = LandblockLoader.BuildEntitiesFromInfo(new LandBlockInfo());
Assert.Empty(entities);
}
[Fact]
public void BuildEntitiesFromInfo_WithLandblockId_NamespacesIdsForGlobalUniqueness()
{
// Regression: cross-LB stab Id collision was the cause of visual
// glitches in Tier 1 cache (commit <THIS_COMMIT>) — buildings rendered
// up in the air with wrong textures because cache was keyed by
// entity.Id and stab Ids restarted at 1 per landblock.
var info = new LandBlockInfo
{
Objects =
{
new Stab { Id = 0x01000001u, Frame = new Frame() },
new Stab { Id = 0x01000002u, Frame = new Frame() },
},
};
var entitiesLbA = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B40000u);
var entitiesLbB = LandblockLoader.BuildEntitiesFromInfo(info, landblockId: 0xA9B50000u);
// No two entities across LB A and LB B share the same Id.
var idsA = entitiesLbA.Select(e => e.Id).ToArray();
var idsB = entitiesLbB.Select(e => e.Id).ToArray();
Assert.Empty(idsA.Intersect(idsB));
// The namespace top byte is 0xC0 for stabs (distinct from 0x80 scenery,
// 0x40 interior, low-range live entities).
Assert.All(idsA, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
Assert.All(idsB, id => Assert.Equal(0xC0u, (id >> 24) & 0xFFu));
}
[Fact]
public void BuildEntitiesFromInfo_LegacyZeroLandblockId_StartsAtOne()
{
// Backward compat: existing callers (tests pre-fix) call without a
// landblockId and get the legacy "starts at 1" behavior.
var info = new LandBlockInfo
{
Objects = { new Stab { Id = 0x01000001u, Frame = new Frame() } },
};
var entities = LandblockLoader.BuildEntitiesFromInfo(info);
Assert.Single(entities);
Assert.Equal(1u, entities[0].Id);
}
}